I can see the case for both the price being too high and the price being fine. It's hard to determine what the actual value of this DLC should be, considering we get all mods for the game for...
Exemplary
I can see the case for both the price being too high and the price being fine. It's hard to determine what the actual value of this DLC should be, considering we get all mods for the game for free. But also the number of near endless hours of entertainment per dollar compared to going to the movie theater or paying full price for some big-name-studio game that I only play for a fraction of the time I've played RimWorld.
Based on the store page and without trying it out myself, stuff the DLC adds:
New album full of music
Maybe comparable to something like P-Music (1.0), or other mods that add brand new music
Space royalty themed faction with troops that can assist you
Similarities to the Glitterworld mods that add high-tech factions, one of the Humanoid Alien Races mods, or the Mercenaries For Me (1.0, 1.1) mod
New ultratechnology melee weapons including bladelink weapons
A few mods that add spacer tech or above weapons, some with light sabers Star Wars - Fully Functional Lightsabers (1.0). No equivalent that I know of has psychically linked weapons but bonded animals in the base game might be similar
Mechanoid additions, new power units, turrets, mortars, and walls in a "mechanoid cluster" laid out in a tactical challenge
I believe Pikemen came with the 1.1 update for free, but I can mention More Mechanoids (1.0) and Mechanoids Extraordinaire (1.0) here. There are a few mods that add new turrets and mortars, although I'm not sure if they are all updated to 1.1 yet. There might also be one or two that upgrade the NPC bases to be more challenging but I'm not sure how they work or how the DLC handles it
Hospitality quest, sounds like a vastly expanded version of the mod with the same name but also adds shuttles? Hospitality (1.0)
More quests in general
I can't remember the name of the one I am subscribed to, but I know there are several out there that ask you to send your colonists out to assist in various ways, although none that I know of that require you to build and defend on-site
New final quest where you must both host and protect The Empire's High Stellarch from enemies after which you may then leave the rimworld as an honored royal guest
Not sure of any equivalents, but I know Genetic Rim adds a new end-game mission as well
Royal titles that entails benefits and negatives
A little bit complex feature that no single mod is equivalent to, but Psychology, Colony Leadership, other trait mods, and maybe Musical Instruments (1.0) offer some things that royal titles include
Keep in mind, I haven't tried out all of these mods myself, but I've at least read most of their descriptions while browsing the Steam workshop. There might also be stuff on the Ludeon forums that are not on the Steam Workshop as well.
Commentary on Reddit suggests that while the features bears similarity to the popular mod, they aren't related nor meant to be, according to Tynan himself: (I can't find a source for this quote,...
Hospitality quest, sounds like a vastly expanded version of the mod with the same name but also adds shuttles?
Commentary on Reddit suggests that while the features bears similarity to the popular mod, they aren't related nor meant to be, according to Tynan himself:
"Just to clarify - there's no mod content in this expansion. Oskar, who did some artwork for us, allowed us to release use his animal art in the free update."
(I can't find a source for this quote, even though it was given as such in the comment.)
The beautiful thing about this DLC is that it could've easily been a mod or two. The community has been continuously impressing me with what they can do with the game. I've seen UI improvements,...
The beautiful thing about this DLC is that it could've easily been a mod or two. The community has been continuously impressing me with what they can do with the game. I've seen UI improvements, new creatures, new colonist races, expanded bionics systems (I think it even started with a mod), and even entirely new mechanics, including non-random scenario generation, colonist abilities, and goddamn magic (and hell, even the Jedi Force).
But, it's a product of the game studio itself. Pricey, I agree with the comments, but it's something the devs worked on. Whether you purchase it – and support the devs – is up to you.
RimWorld is one of those games I keep coming back to - I only ever install minor mods on most games and I tend towards "official" content so I'm pleased to see some DLC. I'll probably pick it up...
RimWorld is one of those games I keep coming back to - I only ever install minor mods on most games and I tend towards "official" content so I'm pleased to see some DLC. I'll probably pick it up in a week or two, once I've finished off a couple other things on my backlog.
I will admit that the royalty stuff feels a little weird to me. RimWorld has some weird worldbuilding so I suppose anything goes, I guess, but that part kind of feels like a straight riff from DF's nobility.
Interesting choice for Rimworld's first DLC which was always going to be divisive because of the modded content. It's not my cup of tea but i can see the appeal for the 40k fans.
Interesting choice for Rimworld's first DLC which was always going to be divisive because of the modded content.
It's not my cup of tea but i can see the appeal for the 40k fans.
They are definitely in a tricky place. If they release something that expands/improves a core feature in the base game it would destroy a lot of the goodwill the Studio has but everything else can...
They are definitely in a tricky place. If they release something that expands/improves a core feature in the base game it would destroy a lot of the goodwill the Studio has but everything else can and has already been modded in and so it's mostly personal preference and a desire to support the devs.
I'd prefer a medieval/lowtech expansion. No/low technology mods always feel a bit janky compared to mods that add more science fiction type stuff so it seems like an area that Studio would have an advantage over modders.
Good catch. I haven't even thought of that. The premise of the setting is that it allows for all sorts of technological level. In a vast galaxy, you can get anything from absolute primitives to...
No/low technology mods always feel a bit janky compared to mods that add more science fiction type stuff so it seems like an area that Studio would have an advantage over modders.
Good catch. I haven't even thought of that.
The premise of the setting is that it allows for all sorts of technological level. In a vast galaxy, you can get anything from absolute primitives to beyond-science-fiction technology that a human mind can't even comprehend. Most people seem to skew towards sci-fi, but there appears to be plenty of interest in low-tech gameplay: it's one of the available scenarios in the base game, and there are plenty of mods that try for it.
Skim-reading the Steam reviews, concensus seems to be that it's too expensive for the DLC alone, but exactly the right price to feel good about yourself for continuing to support the Ludeon devs.
Skim-reading the Steam reviews, concensus seems to be that it's too expensive for the DLC alone, but exactly the right price to feel good about yourself for continuing to support the Ludeon devs.
I can see the case for both the price being too high and the price being fine. It's hard to determine what the actual value of this DLC should be, considering we get all mods for the game for free. But also the number of near endless hours of entertainment per dollar compared to going to the movie theater or paying full price for some big-name-studio game that I only play for a fraction of the time I've played RimWorld.
Based on the store page and without trying it out myself, stuff the DLC adds:
Maybe comparable to something like P-Music (1.0), or other mods that add brand new music
Similarities to the Glitterworld mods that add high-tech factions, one of the Humanoid Alien Races mods, or the Mercenaries For Me (1.0, 1.1) mod
A few mods that add spacer tech or above weapons, some with light sabers Star Wars - Fully Functional Lightsabers (1.0). No equivalent that I know of has psychically linked weapons but bonded animals in the base game might be similar
Examples: Expanded Prosthetics and Organ Engineering (1.0, 1.1), Rah's Bionics and Surgery Expansion (1.0), [FSF] Vanilla Bionics Expansion (1.0, 1.1), DE Surgeries (1.0, 1.1), and other prosthetics/bionics/etc mods. Also a mention of EvolvedOrgansRedux (1.0) and Genetic Rim (1.0, 1.1) because of the non-humanlike more fleshy and less bionic/mechanical implants
I believe Pikemen came with the 1.1 update for free, but I can mention More Mechanoids (1.0) and Mechanoids Extraordinaire (1.0) here. There are a few mods that add new turrets and mortars, although I'm not sure if they are all updated to 1.1 yet. There might also be one or two that upgrade the NPC bases to be more challenging but I'm not sure how they work or how the DLC handles it
Shield Generators by Frontier Developments (1.0) and Vanilla Furniture Expanded - Security (1.0, 1.1)
Hospitality (1.0)
I can't remember the name of the one I am subscribed to, but I know there are several out there that ask you to send your colonists out to assist in various ways, although none that I know of that require you to build and defend on-site
Not sure of any equivalents, but I know Genetic Rim adds a new end-game mission as well
I think A Rimworld of Magic (1.0) and Star Wars - The Force (1.0) add powers, but I did not see any that add biotic/psionic powers à la Mass Effect or Starcraft. Also Psychic Awakening (1.0) adds serums that enhance colonists
A little bit complex feature that no single mod is equivalent to, but Psychology, Colony Leadership, other trait mods, and maybe Musical Instruments (1.0) offer some things that royal titles include
Keep in mind, I haven't tried out all of these mods myself, but I've at least read most of their descriptions while browsing the Steam workshop. There might also be stuff on the Ludeon forums that are not on the Steam Workshop as well.
Commentary on Reddit suggests that while the features bears similarity to the popular mod, they aren't related nor meant to be, according to Tynan himself:
(I can't find a source for this quote, even though it was given as such in the comment.)
The developer posted an update on their blog today, with more info about upcoming plans for Royalty and in general: What’s Next for RimWorld
The beautiful thing about this DLC is that it could've easily been a mod or two. The community has been continuously impressing me with what they can do with the game. I've seen UI improvements, new creatures, new colonist races, expanded bionics systems (I think it even started with a mod), and even entirely new mechanics, including non-random scenario generation, colonist abilities, and goddamn magic (and hell, even the Jedi Force).
But, it's a product of the game studio itself. Pricey, I agree with the comments, but it's something the devs worked on. Whether you purchase it – and support the devs – is up to you.
Yeah that's just it. The video for the DLC doesn't do much for me, but I'll probably end up buying it to support the devs and encourage future DLC.
RimWorld is one of those games I keep coming back to - I only ever install minor mods on most games and I tend towards "official" content so I'm pleased to see some DLC. I'll probably pick it up in a week or two, once I've finished off a couple other things on my backlog.
I will admit that the royalty stuff feels a little weird to me. RimWorld has some weird worldbuilding so I suppose anything goes, I guess, but that part kind of feels like a straight riff from DF's nobility.
Interesting choice for Rimworld's first DLC which was always going to be divisive because of the modded content.
It's not my cup of tea but i can see the appeal for the 40k fans.
Do you think they could've released something else as a DLC?
They are definitely in a tricky place. If they release something that expands/improves a core feature in the base game it would destroy a lot of the goodwill the Studio has but everything else can and has already been modded in and so it's mostly personal preference and a desire to support the devs.
I'd prefer a medieval/lowtech expansion. No/low technology mods always feel a bit janky compared to mods that add more science fiction type stuff so it seems like an area that Studio would have an advantage over modders.
Good catch. I haven't even thought of that.
The premise of the setting is that it allows for all sorts of technological level. In a vast galaxy, you can get anything from absolute primitives to beyond-science-fiction technology that a human mind can't even comprehend. Most people seem to skew towards sci-fi, but there appears to be plenty of interest in low-tech gameplay: it's one of the available scenarios in the base game, and there are plenty of mods that try for it.
Skim-reading the Steam reviews, concensus seems to be that it's too expensive for the DLC alone, but exactly the right price to feel good about yourself for continuing to support the Ludeon devs.